本文整理汇总了C++中IAnimatedCharacter::RequestPhysicalColliderMode方法的典型用法代码示例。如果您正苦于以下问题:C++ IAnimatedCharacter::RequestPhysicalColliderMode方法的具体用法?C++ IAnimatedCharacter::RequestPhysicalColliderMode怎么用?C++ IAnimatedCharacter::RequestPhysicalColliderMode使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IAnimatedCharacter
的用法示例。
在下文中一共展示了IAnimatedCharacter::RequestPhysicalColliderMode方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Exit
void CActionCoopAnimation::Exit()
{
SendStateEventCoopAnim();
TPlayerAction::Exit();
IAnimatedCharacter* pAnimChar = m_player.GetAnimatedCharacter();
IAnimatedCharacter* pAnimCharTarget = m_targetEntityID ? m_target.GetAnimatedCharacter() : NULL;
if( pAnimChar )
{
pAnimChar->SetMovementControlMethods(eMCM_Entity, eMCM_Entity);
pAnimChar->ForceRefreshPhysicalColliderMode();
pAnimChar->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CActionStealthKill::Exit()");
}
if (pAnimCharTarget)
{
pAnimCharTarget->SetMovementControlMethods(eMCM_Entity, eMCM_Entity);
pAnimCharTarget->ForceRefreshPhysicalColliderMode();
pAnimCharTarget->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CActionStealthKill::Exit()");
}
RemoveTargetFromSlaveContext();
m_player.PartialAnimationControlled( false, PlayerCameraAnimationSettings());
m_player.GetActorStats()->animationControlledID = 0;
m_player.HolsterItem(false);
// Update visibility to change render mode of 1st person character
m_player.RefreshVisibilityState();
}
示例2: Exit
virtual void Exit()
{
TPlayerAction::Exit();
IAnimatedCharacter* pAnimChar = m_player.GetAnimatedCharacter();
if( pAnimChar )
{
pAnimChar->SetMovementControlMethods(eMCM_Entity, eMCM_Entity);
pAnimChar->ForceRefreshPhysicalColliderMode();
pAnimChar->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CActionLedgeGrab::Enter()");
}
if (!m_haveUnHolsteredWeapon)
{
m_haveUnHolsteredWeapon=true;
m_player.HolsterItem_NoNetwork(false, true, 0.5f);
}
m_player.PartialAnimationControlled( false, PlayerCameraAnimationSettings() );
SPlayerStats *pPlayerStats = m_player.GetActorStats();
pPlayerStats->forceSTAP = SPlayerStats::eFS_None;
pPlayerStats->bDisableTranslationPinning=false;
m_player.StateMachineHandleEventMovement( PLAYER_EVENT_LEDGE_ANIM_FINISHED );
}
示例3: Enter
virtual void Enter()
{
TPlayerAction::Enter();
IAnimatedCharacter* pAnimChar = m_player.GetAnimatedCharacter();
if( pAnimChar )
{
pAnimChar->SetMovementControlMethods(eMCM_Animation, eMCM_Animation);
pAnimChar->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CActionLedgeGrab::Enter()");
}
switch (m_transitionType)
{
case SLedgeTransitionData::eOLT_VaultOverIntoFall:
case SLedgeTransitionData::eOLT_VaultOnto:
case SLedgeTransitionData::eOLT_VaultOver:
case SLedgeTransitionData::eOLT_HighVaultOverIntoFall:
case SLedgeTransitionData::eOLT_HighVaultOnto:
case SLedgeTransitionData::eOLT_HighVaultOver:
break;
default:
{
PlayerCameraAnimationSettings cameraAnimationSettings;
cameraAnimationSettings.positionFactor = 1.0f;
cameraAnimationSettings.rotationFactor = g_pGameCVars->pl_ledgeClamber.cameraBlendWeight;
m_player.PartialAnimationControlled( true, cameraAnimationSettings );
}
break;
}
}
示例4: OnLeave
void CMountedGunController::OnLeave( )
{
CRY_ASSERT_MESSAGE(m_pControlledPlayer, "Controlled player not initialized");
ICharacterInstance* pCharacter = m_pControlledPlayer->IsThirdPerson() ? m_pControlledPlayer->GetEntity()->GetCharacter(0) : m_pControlledPlayer->GetShadowCharacter();
if (pCharacter)
{
if(m_pMovementAction)
{
m_pMovementAction->ForceFinish();
SAFE_RELEASE(m_pMovementAction);
}
CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
if (pRecordingSystem)
{
pRecordingSystem->OnMountedGunLeave(m_pControlledPlayer);
}
IAnimatedCharacter* pAnimatedCharacter = m_pControlledPlayer->GetAnimatedCharacter();
CRY_ASSERT(pAnimatedCharacter);
pAnimatedCharacter->ForceRefreshPhysicalColliderMode();
pAnimatedCharacter->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CMountedGunController::OnLeave");
pAnimatedCharacter->SetNoMovementOverride(false);
if (gEnv->bMultiplayer || m_pControlledPlayer->IsPlayer())
pAnimatedCharacter->DisableRigidCollider();
pAnimatedCharacter->GetGroundAlignmentParams().SetFlag(eGA_AllowWithNoCollision, true);
m_pControlledPlayer->GetActorParams().mountedWeaponCameraTarget.zero();
}
}
示例5: Enter
void CActionCoopAnimation::Enter()
{
TPlayerAction::Enter();
QuatT targetPos(m_rootScope->GetEntity().GetPos(), m_rootScope->GetEntity().GetRotation());
SetParam("TargetPos", targetPos);
CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
if (pRecordingSystem)
{
pRecordingSystem->OnMannequinSetParam(m_rootScope->GetEntityId(), "TargetPos", targetPos);
}
IAnimatedCharacter* pAnimChar = m_player.GetAnimatedCharacter();
IAnimatedCharacter* pAnimCharTarget = m_target.GetAnimatedCharacter();
if( pAnimChar )
{
pAnimChar->SetMovementControlMethods(eMCM_Animation, eMCM_Animation);
pAnimChar->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CActionStealthKill::Enter()");
}
if (pAnimCharTarget)
{
pAnimCharTarget->SetMovementControlMethods(eMCM_Animation, eMCM_Animation);
pAnimCharTarget->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CActionStealthKill::Enter()");
}
PlayerCameraAnimationSettings cameraAnimationSettings;
cameraAnimationSettings.positionFactor = 1.0f;
cameraAnimationSettings.rotationFactor = 1.0f;
cameraAnimationSettings.stableBlendOff = true;
m_player.PartialAnimationControlled( true, cameraAnimationSettings );
m_player.GetActorStats()->animationControlledID = m_target.GetEntityId();
m_player.HolsterItem(true);
// Update visibility to change render mode of 1st person character
m_player.RefreshVisibilityState();
// Mannequin can't set the tag's correctly on the exit, so we have to do it immediately after we started instead :)
// the tags are set, but Exit() is called too late for our purposes, it is needed during the resolve of the next action
m_rootScope->GetActionController().GetContext().state.Set(m_targetTagID, false);
}
示例6: OnEnter
void CMountedGunController::OnEnter(EntityId mountedGunId)
{
CRY_ASSERT_MESSAGE(m_pControlledPlayer, "Controlled player not initialized");
ICharacterInstance* pCharacter = m_pControlledPlayer->IsThirdPerson() ? m_pControlledPlayer->GetEntity()->GetCharacter(0) : m_pControlledPlayer->GetShadowCharacter();
if (pCharacter)
{
CItem* pWeapon = static_cast<CItem*>(g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(mountedGunId));
assert(pWeapon);
IActionController* pActionController = m_pControlledPlayer->GetAnimatedCharacter()->GetActionController();
if (pActionController && m_pMannequinParams)
{
SAFE_RELEASE(m_pMovementAction);
m_pMovementAction = new TPlayerAction(PP_PlayerAction, m_pMannequinParams->fragmentIDs.MotionMounted);
m_pMovementAction->AddRef();
pActionController->Queue(m_pMovementAction);
}
//////////////////////////////////////////////////////////////////////////
// NOTE: This should go through mannequin
CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
if (pRecordingSystem)
{
const SParams& pWeaponParams = pWeapon->GetParams();
IAnimationSet* pAnimationSet = pCharacter->GetIAnimationSet();
const int upAnimId = pAnimationSet->GetAnimIDByName(pWeaponParams.mountedTPAimAnims[MountedTPAimAnim::Up].c_str());
const int downAnimId = pAnimationSet->GetAnimIDByName(pWeaponParams.mountedTPAimAnims[MountedTPAimAnim::Down].c_str());
pRecordingSystem->OnMountedGunEnter(m_pControlledPlayer, upAnimId, downAnimId);
}
//////////////////////////////////////////////////////////////////////////
IAnimatedCharacter* pAnimatedCharacter = m_pControlledPlayer->GetAnimatedCharacter();
CRY_ASSERT(pAnimatedCharacter);
pAnimatedCharacter->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CMountedGunController::OnEnter");
pAnimatedCharacter->SetNoMovementOverride(true);
if (gEnv->bMultiplayer)
pAnimatedCharacter->EnableRigidCollider(0.5f);
else if (m_pControlledPlayer->IsPlayer())
pAnimatedCharacter->EnableRigidCollider(1.5f);
pAnimatedCharacter->GetGroundAlignmentParams().SetFlag(eGA_AllowWithNoCollision, true);
BATTLECHATTER(BC_WatchMyBack, m_pControlledPlayer->GetEntityId());
}
}